The Variables Manager allows you to create and manage project-wide variables that can be accessed throughout your game.

The Variables Manager can be accessed the button in the editor

Project variables are shared between dialogue and scene scripts:
- In dialogue, variables can be displayed using
{$varName}and modified using{set($var, expr)}(see Logic). - In scene scripts, variables can be accessed using
Store.GetandStore.Set(see Coding).
Project Variables
Variables are edited directly in the list. Click + Add Variable, give the variable a name, then pick its type and set its value. Changes save as you make them, and Ctrl+Z (Cmd+Z on Mac) undoes them.
- Names can use letters, numbers and
_. Spaces are turned into_as you type. - A name that's empty or used twice is outlined in red. So are
charandvariant, which chapters use for character variables (see Logic). - Changing a variable's type resets its value.
- The ✕ button removes a variable.
Variable Types
| Type | Value |
|---|---|
| String | Plain text. |
| Number | A number. |
| Boolean | true or false, set with a toggle. |
| File | A file from your project. Pick the file type first (Image, Audio, Video, Chapter, Scene, Sub-scene, Character, 3D Model or Sprite Loop), then the file. |
| Array | A list of values. Pick what the items are (String, Number, Boolean or File), then add items with + Add Item. |
| Object | A group of named variables, added the same way. They can be any type, including arrays and other objects. |
In game, arrays and objects are plain lists and objects, and a file is its path. For example, if player is an object with an hp field, a scene script reads it with Store.Get("player").hp.
The same editor is used for scene variables (see Sub Scenes) and for character variables in the Character Manager.